INCLUDES NEW RULES AND MISSIONSFQR

SPACE CR.

ANDA

HEROQUIST

ADV~NTU~E

01

9 77 q 26 5871 011

RENEGAD

A FIVE-PART CAMPAIGN FOR SPACE CRUSADE BY ANDREW KENNEDY-SKIPTON

Herrniatus, a Magos Biologus of the Adeptus Mechan1cus has disappeared while working on an anti-gene that has the potential to Immunlse Irurnaris against infection by Genestealers. It's suspected that in the course of his research he accidenraffy became infected. with the Genestealer plasm and fled in terror.

Renegade is a five-part campaign for Space Crusade which involves the Space Marine pla:yers in a desperat.e search to locate and. capture IIcr.miatus.

CAMPAIGN BACKGROUND

'fhl< :Ali= p'l~Yel: e;.@; I;I'\.C following; forinarioJ) (i)UL1\\>1J(,) to all of r,he Sp;,:ce M,trine pla ers aI. rhe stan -of the c<lmp'lign.

"Hermiaius was 1!1 MClgo~ Biotcgu» cf tbe :4d~pllJS Mer.brmJeus. II tJ,"iUif,lnJ 8x()~/jjl!1l/i)g.ilil ii1'ui S/upe I? g<!l'Iflti,~'jsJ, r e W'~.' sanctioned: by tbe tnqulsitlon 10 conduc; r;/as,·tji:,;a -esearcb i-nl!; 11)e struct ur« 61 C,"-(ntl1.<tealerii with the fillXipre,. aiffJ of delle/oping an anli-'sene that wor,;j,:l.pn:Wl'Il irr[eCIi(m by tbe Wrribk Cliltll?!rI'ealet'plagfJe,

'Fbe 1nq.uisitio1'l-t:tHiek/jl, n,Qli'ce_ci {er:mialusJ url:z.cbdli~ler1. iJe/Jadure from J'Nec;wmfllld'atln'i:i. discaoered ioba« bad

MISSION SEQUENCE

MIssion 1: Find the information revealing Hermiatua destinauon.

MissJon 2: Capture the Supply Station before the Alien cargo ship arrives.

Mission 3: The road to Gorinum - assaulting the supply ship,

Mission 4, Assault on Gorinum - attacking Gorinum from the supply ship.

Mission 5: Penetrating the heart of Gorinum and capturing Herrniatus.

CAMPAIGN NOTES

Between missions, the normal rules for winning and promotion apply. Occasionally there will be some additions to these, depending on how each side

WDW

Tbey picked up hIS trail and after seoera] weeks tracked 111m dou ~ I() tbei3.ela Magellr:m S~cl()r Qi1bfrgala;,ry, a IrQUbf(J,~"me area /ri'!'/u,erdly (i,uJ OJ[ by Waf" "JQ'71ll (411d a bauen for pirate: tm'd 'IJ{~'r: fo ,1Ii'l'l-' from Imperia! jusilce.

/?um(jutS and otber inform.abo~, picbed. up on the way c.Ql1tdr'e,ei1 hi'i purswm; ijlf II.,C fal>:erne d~ii.i:!'~'r- fiermia:juScO!4?j cause ih./] lmj)erium.

Finally l'bq made a hreaklhroJ.lgh . .L'l m.,S$('se WfAS.irllen;epled Ibat aJ]l!ei/l tJ.d to ot:igjnaJe/~ 11 Gr.-n"(JSU<Qk,r Mc.g_us $&111 to a h/ciderv- T~ceilJing statiQ"". '}1:J6 ml<5s<,gti)'spqke oj the I'railSfer 0/ em impbrranl p'asse"F/'d" at ~ way, stinion calkd Y€1ifr'lS on 'Ibe edlte Q!'JJAlq Ma$cll4n

7mmedialfl.!y a smi:tll /o'r& 0/ ~foce Marin,~ usas dtipaldJefi to Je"ifUS in an alternpl W locate and ir.IWC'f'l Hermlatus.

This is where the ciilnpaiga starts,

performed in the previous mission. When this happens, the options are dearly stated in the special rules.

To get the most out of this campaign it is advisable to have some extra Purestrain Ge neste al er models, plenty of Gerrestealer Hybrid models, some Space Marine Terminators and one Librarian for each Space Marine Squad. For missions 4 and 5, extra Purestrain Genestealers and Genestealer Hybrids are essential. If you tum to the back of (his issue, there are details of just some of the available miniatures and how to orderthem,

Before starting the campaign, be sure to read the Campaign Background to the Space Marine players otherwise they won't understand the link between each mission properly, and will not enjoy the campaign as much. We've included tables for Terminators and Genestealer Hybrids. More detailed rules appeared in White Dwarf 134, and copies of this issue are still available from Games Workshop Mail Order.

Movement

6 o 1

2 Light Weapons dice

'i Heavy a'!1ci 1 Light Weapons -dice

Armour Value

1.ife Points Hand-to-Hand Firing

SPECIAL RULES

To help simulate the cramped confines of a space station or base, in each mission there are a number of obstacles strewn around the board. These are sin le square markers representing pillars, control p nels or just general furniture. The rules for these markers are as follows.

1) All 8 markers are placed by the Alien player before each mission SLafLS.

2) No markers may be placed In a corridor or in the tWO squares in from of or behind a door.

3) Not more than ne bstad marker may be placed in arm.

4) Not more than rwo m rkers may be placed in a single board section.

5) Each marker com letely blo ks the linc of sight through that squar _

6) A mirnature or a bllp may not pass through a square containing a marker,

7) A rna r kef my not be fi red ~11 un I ess specified as lj rni sian bjc tive.

8) Unle s iherwis stated, sc re of three r rn rc is needed 1 d tr y" marker.

USING TERMINATORS AND LIBRARIANS

Terrninarors are veteran Spa e Marines quipped with Tactical Dreadnought Armour, This is constructed frorn heavy-gauge plasteel plating and can withstand colossal impacts and protect a Space Marine in the mOSL hostile of environments. Each suit 'IIS the scars and medallions of ancient actions and is treated with great reverence.

In this campai n players can use Terminator squads if they wish. PI y rs ar free to use normal pace Marin s if they want to but they'll find some of the missions tough going! Players must ch se at the seart of the campaign whether they want to use normal Space [arines or Terminators, once they've decided, they can't change their minds later on in the campaign. If players waru, to use Terminators they must give up four of their equipment cards to do so.

Librarians are bighly accomplished Space Marine psykers, trained to use their powers in combat (0 devastating effect. Librarians wear a special kind of Terminator armour called an Aegis SUiL One Librarian is available for each squad. If the Mission: Dreadnought supplement is being used, the Librarian is automatically available.

However, if the campaign is being played without Mission:

Dreadnought, the Space Marine player must give up rwo Honour Badges to be able to use a Librarian in the campaign. Detailed rules of bow [0 use Librarians are Included further on in this article,

SP'AC£ d.USADE

Space Marine Squads

The exact composition of the Space Marine squads will vary according to whether you have the Mission:

Dreadnought supplement or am.

When using Mission: Dreadnought, Terminator squads consist of 5 Space Marines but also have an additional Librarian and an extra Terminator armed with a Heavy Weapon for a total of 7 models in the squad. However, they don't gel to Use the Tarantula,

If you are playing without Mission: Dreadnought men you may still use a Librarian in the game but the Space Marine player must give up anyone of his Terminators and 2 honour badges La do s . This gives the Space Marine player a tot .. 11 of 5 models.

A Librarian may only be used if the Space Marme player is using Terminators. Only one librarian may be used in each Terminator squad.

Terminators can be armed with enher Llghtrfing claws, a Thunder Hammer and Storm Shield or a Storm Boller and Power fist. Terminators armed with Heavy Weapons can have either a He3VY Flamer or an A ault Carmon.

TERMINATORS

Mevement 4 squares

Armour V lue 3

Life Points 1.

Hand-to-Hand

Power Fi 1 1 Heavy and 1 Ugl1L We:l.j:X>rls djc

Th under Hammer

and Storm Shield 2 H· Yy Weapons ice

Lightning Claws 2 Heavy and 2 Light Weapons dice

Power Sword

2 Heavy We pons dice

Firing

Assault Carmon Heavy Flamer Storm Bolter

2 He3 "Y and 1 [..lShL Weapohs dice 2 Heavy Weapons dice

]~ Heavy and 1 Lighl Weapons dice

VICTORY CONDITIONS

For the purpose of d terminlng who wins the campaign, Victory points are assigned to each side at the end of every mission. These victory points are counted as being totally separate from any other points gained during games. They are dependent on whoever wins the Ptimary and Secondary Missions. The victory points aWlItded to the Space Marine players are always added toge ther , since they are all on the same side.

• For every Primary Mission won, a player receives 10 Victory points.

• For every Secondary Mission won, a player receives 3 victory points.

• To win the campaign, the Space Marines must gain a total of 35 victory points.

• For the Alien player to win, be must have at least 35 victory points.

Any other result is a draw.

WDl1

SPACE CRUSADE

SPACE MARINeE LIBRARIANS

FIRING

Stoim Rolter

ffAND~ TO:-HAND €Ol\1B::AIf

]i:or,ce~4te

LIFE POINTS

AlfL,iDfllriatiShave 1. LifeiJ,'roii):l

V.,'ex anel Objelt Markers

@Copyright-Games Workshop lId 19111_ All rigtns reserved.

WDJ2

, HI' •• i= :... ilQii·

:::1' -~ , .•

J .:;': . -: ; ....

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" ... ''''

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MISSI,ON 1

PRIMARY MISSION

MISSION HT·Moo1 SEGOR BETA f.ltAGEllAN - OBTAIN AUEN INTELUGENCE

You must obtain inforrrrarion rega§ding the whereabouts of Herrniatus. Space' Marine squads are ordered toassault alien space .station Terifus and interface with the base computer. The Primary Mission token will be won by tbe player who successfully accesses the computer.

SE(QNDARYMIS;SION

AtteY [he: Sec:6np;u:y !>Il~sj:-ori hf:5 beli'tl"r;ead eM, the Alje!!l. player may.use any squa .. e 'Within the c.o£ijmand C€ntte td Oft'hg, 0;0 t.einfolcem~e.nr.s in ,~dditfon ti::rV"te. squares'maJke,don the m~p in. th.e :game ]a.yom. He r_tia1( 06 'so 'until the uetepgtte:r is desl_~~Ye9 'by, r;!j~ ,Spac-e M'a:riIte,s; The normal rules for relefercements sefll apply.

SECONDARY MISSION AUEN lELEPORTER ACTIVATED

Alien reinforcements are teleporring into the base. Destroy the teleporter equiprnent, The Secondary Mission wi!! be won by the Space Marine player that destroys the obstacle in the Command Centre. It is destroyed ana score-of three or more

BUPS

MISSION lSPECJAl ~UIES

The Alien pl_ayer plaCei} an obta-d~ in' the §@mmahd Geritte-to repreSent the tekp0rt€ec It can't be; fired. at i,!.ntil tbe Seg(lD,ciaty M.i~i:dn· 1_5 revealed. Line ef sight rules :apply 'when. trying

to destrp,y It, - -

PR!N\ARY MISSiON

BHQfe [he ga:ill·j.'!' sr-;l:rts tbe;AIren 'player design_at~ wh.ich roomcontaies ,tae computer t!;lffiJlnaf, The courrter Is then pl'a,!cea '?:rry'YI,q@f-e ih the f00mand counrs as-au obsrade: No other 'dbstade may b~- pl:"oed Tn'me r~m.' Obly §_omtnibders m~' ail~e$$ the Qonipur:~r.Al;_c;_e.sS is gail);xi by manoeuvrlng the C:o(l]:llWnder;: into a. square-ad.ja,Qent: to the sqUare cpritainlrig tlte terminal. It Likes two "fun -conseOJtiv.ernms.to retrreve the jnf;r:matl0.~ from the computer. II' tb.e; Comma.rid~fp?rf0!·ntsla'[i:$!\Qthet action at all (induding IP@vil)g, firm_g or usiug order cards) i tbci) be must'st:;l:li again from the. begihnihg, 'Ttiemff!_e'i'i~b1".ero/heE"C\Vounil;lte'ITl1pfedtums .havii: )jeenspent aC£.eSSing the Hi.eJi"OUl!"uter· ~tlti th:e~ Alien p:>lay,erbas li~tl his subseq_;p.epJ turn. There is: no. need to rerureto [he docking <"'.Iaws.

Without Mission, Dreadnought, All bl ip tokens are used.

With Mi5Siou: Dreadnought. AJI Ork; Grerchin, Android, Chaos Space Mar ine, .1vlKVU and MKIX Dreadnought blip tokens .ase used.

I

RR RRRR

1 1

.L

1 I

1 I

I

I 1

I I

I I

I

1 1 I 1

,'_' ··" 0/ "

C.' 0; "-' J

I

Alien Reinforcement Tokens (Without Mission: Dreadnought)

1 1 I I

I I _I

I I I

.1 r I 1
....... .,,~ ;.-..1
~ , +- I I
• ..
-- .. '".1 I I I
, 1 I I I I 1

No, of i\1acine players Gretchin Orks Cbaos Marines Androids Dreadnoughts
1 all .none Dooe none none
all all none none none
al! en ,aU all none I

AHen Reinforcement Tokens (with Mission: Dreadnought)

N'O. of Marine. players Gretchin Orks Chaos Marines Androids Dreadnoughts
1 all none Qone <4 none
2 all all none all none
3 aU ill all all nQqe 1'.'013

r

MISSION 2

PRIMARY MISSION

MI~ MT-AFOO2 SEGOR BETA MAGEUAN - UGHlNlNG ASSAULT

Hermiatusis heading for an asteroid base called Gorinum. The computer data has told us the location of Gorinum and a relay station which supplies it. A cargo.ship beading for Gorinum is due to stop off at the station for refuelling, and the relay station must be captured before the ship arrives so we can inflltrate Gorioum.

The PrimallY Mission toke~ ~iI1 be won by the Space Ma~ine ~layer that scor~s the most ~ints If l?e Alien. pl.ayer survives long enough to play all 01' hIS event cards, the supply ship arrives and the Alien player wins the primary' rmssion.

SECONDARY MISSION DANGj:~! pANGER!

The mother ship has detected Aliens trying to send a warning to Gorinum. The mother ship is Jamniing the message but they may break through given time. The obstacle in the Machine Room represents the communications equipment. The Secondary Mission will be won by the Space Marine player that manages [0 destroy the equipment.

BLIPS

Without Mission: DJ"cadoollgb.t, All blip tokens except Androids are used. With ~k.>fl: Dreadnought, All Ork , Gretchin, Chaos Space

Marine, I\1KVII and MKX Dreadnought blip tokens are used.

MISSION 2 SPECIAL RULES

KRR

PRIMARY MISSION

If the Alien player woo tb;;: tlrSI misslon, lnst ad of claiming his Alien Event Card after moving up one ran k, he rna y: eNoase 1'0 add two Androtd blip l<?,kens to his injl;ial forces.

R I '~~~

~-~----~-~-~~~~~-~-----

R,,.__.. I," '~:""-h-I--I--

"71±_~" _:_ -~ -~ - -;-1- ....;;:l-H~I 1- ~ H--I-·H-+----,

-~~~I--I- ~~~~~I----~~

I " ~ ~ __ -I-+-H-+-+-i-I--+-+-H-+-==-'

U

-- -I--I-·I-f-I--I~-I-I-

-i--r-'HI--4--i--I- ----

-r- - ·-1--1-1-1--1- r- - -1- -1--1-'1-1-1--1- --~ -

---r- -~--r--

SECONDARY MISSION

WOCIl the secondary mission 'is read out.counc the number of Alien "EYent ards remaining in the pack. 'TI~e number of eo rns before the Arien player gets a warrring to Corinum is equal CO the number of dl.icl$ diVid/i>'(LbYI'Wo, ~9ol)'~liiig fJ!l,('tiQJ1S Lip. Tn the ev nt I,bal: the Space Marine pia yef does not. destroy the ebstacle in the. Machine Hoo,m by (,hI:; lime half of the Alien Event Cards have' been pia yed, then the Alien player wins the.Secondary M-;s.~{oi),

One. obstacle marker is pJ\I.;:ed in the Mll!3hille Room [0 represent the transm uter equ i pmeoL.

-- - -~t-- -I- - - - -r-t-i-1---t- -1- --~-

1--t---I'-I--I--I-I--1~-i- ---1---- ----- ~.

--1- -~

.-----·--t--1-H,-t--l-H-++i-l- -I- - - - -1-~i""""I'=1='I-1 I-I'-I-+-H-t- -~- -- - - - -- --,-~I-I--I-t-- ...

1-1·-1-4-1-1--I~-I-1- I-·I-f-l--i-l-I--f--I-'!'-+-I---I--

-~--I--------r- ~~

,::-1-- R 1-1--+-1,--1-11- - -I-I- - - ,- - ~ -1--1-'1-11-1--'1"- ~ t-: R

I-~~-~---I--I--r-----I--~--I-~R

Alien Reinforcement Tokens (without Mission: Dreadnought)

No. Qf ..... Ine players Gretchln Orks Chaos Marines Androids Dreadnoughts
1 none alJ none none IlQlle
2 all all none Done none
3 all -all all n01'1e 110IJe Alien Reinforcement Tokens (with Mission: Dreadnought) No. of MliICine players

Gretcbin Orks Chaos Marines Androids Dreadnoughts
none all none 2 none
all all none 4 none
all all all 6 none 1 2 3

WDI4

MISSION 3

PRIMARY MISSION

MISSION I::IT-AFOO3 SEGOR BETA t'MGELlAN - TARGET: CARGO VESSEL

The Alien Cargo Transport must be captured to allow us LO mount our sneak attack on Gorinum asteroid base. The Primary Mission token will be won by the Space Marine player who scores the most points after all blip and reinforcement tokens have been claimed.

SECONDARY MISSION INTElliGENCE REP(JRT

The AJ lens are' using-a new type. of Android. These must be destroyed ar all costs. The Secondary Mi.ssi.on will be woo by the Space Marine player mal destroys the most Androids, In the event of a tie, roll one Heavy Weapons die 'and the ODe with the highest roll wins the Loken. If the players roll the same

score then re-roll until someone wins.

SLIPS

Without Mission, Dr ead.no.ug.lrr. All blip tokens except Androids are used.

With Mission, Dreadnought. All Ork, Gretchin, Chaos Space Marine, MKVII and ,\fKVlU Dreadnought blip tokens are used.

RRRR

R R R R R

I I I I I I I I I I :*8
I I I I I I I ~----- .. .... , .
.. ~
I I I I I I ,,~ /L%
-
I I I , rlmJH U
I I I I I '@iii ''''lf2i:
I I I 'I, I I
I I I I I
!': ... r I I I I
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* ~ .,~ I I I I '1:
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•• J~ -:) .. ;" .. = I , I j I J I I
I I I I I I I
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r
I I I I I
I I I I I
I j I I I
I I I I I I
I- I I I I I I I I
::. ;: I I I I I ,-1 I ~ir:
I I I I I I
d' I I I I I _. I
, I I I oj I, .. I r-r- MISSION 3 SPECIAL RULES

Fer ibis mission 0~rtly, Ao:dmids have the feJlowing statistics.

Moyement Mmoul' v.alue Fir1n2

j:sq_l!Iale; 2

1 H=-vy Weawns

dle<-<';] Light Weappns dille

2 Heavy Weapons dice

Hand-to- Hand

Because these Andnoids are experimental they ,a'f;e more pIerre ~ faults. If the 'Aad(qld Falollt' Alien E'tenr Card is read QUJ. while there are-anJ( Android miD'iatn,es (not bl-ips) ~o the board, roll 00e Heavy- Weapc:>ns die foe every Android miniature In play. If a .3 is rolled then- the 1\;ndr.dio. lias tilalfuncr.iGned WyoQd r:ecovery and [~ Eemo'ffl-d1i:<DU1:'-pl-:Ly....,Ihe eorrespondieg bHp loken. Qanno:t be claimed by any -oftbe

Space M~Tir1.f; pla;y:ers. -

Alien Reinforcement Tokens (without Mission: Dreadnought)

No. of Marine players Gretchin Orks Chaos Marines Androids Dreadnoughts
1 none nQn~ Il0Qe Rone none
2 all none none nooe
~ all none none Gretchin

Orks

Alie·n Reinforcement Tokens (with Mission: Dreadnought)

Chaos Marines

Androids

Dreadnoughts

No. of Marine players

none

J. 2

s

hooe all rul

all aU

none none

SWcial special speCial

nqne none

n0ne

WD15

MISSION 4

PRIMARY MISSION

MISSION HT-AFOO4 SEGOR BETA MAGEUAN - PRIMARY ASSAULT

Using the Cargo Shuttle, a small force will penetrate Gorinum and destroy all outer defences, Iniual scans indicate that there are large concernrar ions of heavy armour presenl. The Primary MissiQr'i token will be won by the Space Marine player

who gains the most paints from Android and Dreadnought blip tokens, induding reinforcements. .

SECONDARY MISSION GENESTEAI£R HYBRIDS AITACKING

Large numbers of Genestea ler Hybrids have been detected. Find and eliminate. All Hybrids must be destroyed La prevent them spreading infection.

When the Secondary Mission is readout, then all Ork reinforcement tokens are added to the reinforcement pool. Whenever an Ork Reinforcement token is played [hen a, Genestealer Hybrid is be placed instead of an Ork. The Secondary Mission will .be WOn by the Space Marine player that killsthe most Hybrids.

BLIPS

WitilOut Mission: Dreadnought. All blip tokens are used.

With Mission: Dreadnought. 1\11 Ork, Gretchin, Chaos Space Marine, Android, MKVll and M/(X Dreadnought blip

tokens are used, -

~- -- - ,.,-I-I-I-+- -- ----- -I-~I-+-I=l=l--I

---I--I-----~--I-I----I-+-I--I-I-\,!~I=- - -, --I- -1-:- - - - - - -1_1_-

-1--1-1-1--1- -e- -- --I-' -I-I--r.- - -- -1-----

-_- I~ --1--

,'-I_~I-- -----1-- -~ ---f- -Ac-4--i=I=!.-I--...,....j

.---1-1-+-1----- -1-1-- ----- ~If

1--k:::>::::.I--I-+-+-+-f-:+-f-.I-I-I--¥-+-I-I--I- -- - -1--1-----1

1---"1-1--1'-1- -- - - -1-,- - LI--hH-+-+-~-f-++-1-I

U -- - - - ,-l-4-'+--Ii~>I'-I',- - - --,~-I-I-~-+-.F=J=.f..+-__) I--_~_--I- - - - - ~ - -1--1-+-I-4-++-+-'II-f,--I-l-+-1

"

-- --- -~ ---I--+--I-I-+-+-+-~-!,'--'I

.___ - -~ -I- -..".I-l,1- -1---1-+-1-11-1- -1--1-"'1-1--1 -I- - - r-e-]' .. -I-'I--+-"HI-+-I--I-j-f-l-' [- -,1-1'--+,,",4--+-1

MISSION 4 SPECIAL RULES

No. of Mftrine players

Gretchin

Orks

Alien Reinforcement Tokens (without Mission: Dreadnought)

Chaos Marines

Androids

agn€: all Booe

(:)(l)oe all nO.ee

1 2 1}

aIL

Alien Reinforcement Tokens (with Mission: Dreadn,ought)

No. of Marine players Gretchin Orks ChaOS Marines Androids Dreadnoughts
,\ a:I! !;J.0ge !;'b~ 6 nbne:
2 all none' norie 8 MKVII
3 all aa.br«e. aU ,a'U .MID1JI Dreadnoughts

nq,JIie none all

;dl

MI"~ none .all

none

WDi7

SPACE CRUSADE

MISSION 5

PRIMARY MISSION

MISSION HT-AFOO5 SECTOR BETA MAGElLAN - ALL-OUT ASSAULT

Capture the renegade, Herrniatus at all costs, He has mutated into a form of Genesiealer Hybrid and we must analyse this new threat before his knowledge ofIraperial secrets can be passed 00. He is known to have surrounded himself with a large Genestealer force.

The Primary Mission token will be won by the Space Marine player that captures Herrniatus.

SECONDARY MISSION PSYCHIC DISTURBANCE

Mothership scanners have detected psychic transmitters scauered throughout Gorinurn. These may affect your troops. Destroy any transmitters found.

The Secondary Mission will be won by the Space Marine player that destroys the most obstacles. Frorn now on, all obstacles represent psychlc transmitters. See the special rules for Mission 5 for their effects on play.

BLIPS

'WitJlOUt MissiOJl: Dreadnought .. All blip tokens are used. Widl Mission: DrC'.adnOlight. 1\11 Ork, Gretchin, Android, Chaos

Space: Marine blip tokens are used plus one MKVII and one MKX Dreadnought blip LOken.

RRRRRRJlRRRRR

H-t-+-H,I--~- ,- - - - '-1-- --I--+-,~-+..c'.I"";;'+~·i::- R --1--1- -1--1 --f__ -f__. f:rrl->- it

~_____ I-~~d~~

_______ ,-I--I--I--H'-i--k-H-I-f-- _:_ ..2~.:...'::' R

~~-I-~-+-I-~~I~-'~-+-I-'I~f--114-~-~_~~4-~R

....

"; .- - - -- -1--~--I-H-I--I--I-'1'- -- -- - - - --

-1- -I- f__ -1-1-1-4-i-+--I-

----1--\-1---1- -1---------

-- ~--~----f__-f__-I-----I_---

---1-1----- 1---------

J~~

H'-I--t-H-I~ -1_---I-t--t-·"-t-1·--;,-I- ... ~-

1-1--1-;-11-1--1- -----I-I--t-IH-j--j-+-j·j-t--1-1-1-

,---I-I-I--j-f-- -- --- -- --I- '-I--I-'H'--I--+-"i-I- ---

f__f__--f-- ~~--

1----t-+---1<=l=of--Il.- h - - - -1--I---j-. ...... =I=::+-~'-+4<==Pi-t---t

U --------- f---f--f----- ~If

1----t-+---1<=F:H~t__' ----- -- ---l-

I'! :::-";;'Pi- ~- -- I- -f--I-~-I-

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.)1:

Alien Reinforcement Tokens (without Mission: Dreadnought)

No. of Marine playa's Gretchln Orks Chaos Marines Androids Dreadnoughts
1 all all all all aU
2 all all all aU aU
~ all a~1I aU all all Alien Reinforcement Tokens (with Mission: Dreadnought) No. of Marine players

Gretchin Orks Chaos Marines Androids Dreadnoughts
all aU all 4 none
all all all 6 MKvIl
aU all aU all MKIX 1 2

~

WDI8

SPACE CR USADB

MISSION 5 ,sPEciAL RULES

All Androids baV;1>: ll;l_'€ SlaLil.i)LiC;5 as shown laS, sbQw~'i b_dq.w: T~ SEla~ Marine playns should be a:)'a:_a~ aware !C:,fthis t:>efore m<l g.ame-'6UIRS.

Movement Ar.mour value

Firing

S squares 2

1 Heavy \Veaf>QQ$

die + 2 Light We_a,R~rlsEliCe:

2 Heavy Weapons dice

Hand-to-Hand

Tb_€ Goa$s Space MarJme COmman('f~ j;)l-i~ l0kern is U§];P tQ represent Herrntams. \'((hen Hermiarus is placred 01'1 ttle bOil.@, f<l!1'Ir'Gl'!ne,sJ,eaLers are :!lSl:) p.1~ced wi_tbin ~W9 .s<J.Ull-tes of l1Ii!l'l. Ifit 1S impbSSj1!.>tc io place My nLln~JZ,nf -of "heIR wll1hin lbis distance, or if LEI ere is a lack ,€If a ailable Gef),ei3Ie..ai!:l:s, tl1.ejil lh i'lTh'ly ai Ije tD~Oi:Jghl onto the board sr s later stage and the ehaA'Cc L® plal¥ them is 10Sl,·

\.\'7ih~n f'Jer.m.iarus is rep.q,coo to teFo I iFe points then he is ntH eOr:lSld",red dead_ pre is cap["!I'~d by .he Sf-ll1C¢ Marin_e p,layerwho (ir-cd 'be.shol ~hal n:::d~1~cil his rwinl,~ 1:0 Zero. As in Mission 1", 0'0 Ork.s G,al'l I?e p,..~<;cl·:$' reinforoerncnrs. \Whel'l an Ork Rcihlolce:rnenl token ts pl-ayed, a GeneSl-e3iCi" H-yilJ~id is. phxwdinSI,c:iali. Th", Mien player also has the option ef pJayiJfl.g two Oflk reiqfon::~menl l0J!(;ens logether ::it1d p.laCing Centsteall!:r Ilybrld w'ho is 1HTfjed with :ll hi a"Y 'W~ap0!'l' .If one ofdaese miniatures is klfied by a Space. M,urine player, he recetves the two, Or-k RemJOrGem' 1'1..\: tokens

Aily: SpaGe;\farine entering a room wm-a.j8.ing a psychic lfiilsl!flittef flLust:{oll 1 ReaV}' W~'PGlns die, On a seore '0£ ~ he bas succueobed to irs·cetl-ep:s1lfld dudEl§' iliaLturn hoe fells 001;; die less wbem -at~d:.irtg.and ciefepdlng. This ~?'il'lii~ to b1Jth firilig' and fi~d"r§l":nand cembat.Jf he Is stHI In tbe noem at the: start of the nen tum, he must rn}ak"e [Q€ leslagai_(1 l;lefO;:;e perj"onnrog,.any a «;tious. ~pace MariAe Libmrians me unaffe,c::ted by the psychic tHlnsmitte;r..s. Tl\e AJier.! player st;l:ould make the .SPace M'<i.Fi~l~ players aware of their options before the game:

SLa!1S, But $b.Q:Uld .DOL give apy him as 1D .the 'r!S€. ofthe o!:5"tades in rhrs game' UTIlIi1 Ln¢ se€GFtdaty mis:'lie>n is 1Oe:v.eal'ed .

MERMIATUS

Tt~e chang<}s in Hermiaeus have creared,a newanirl even more daf'rgerG.lus form of 6:enest.ealer Hybrid His body bas G).ke_!il Olbtn!,': LWgbrl~, reflexes and s~eed of the Pursstrain Geneslea.ler while retaining enough human ,0tl~racterisk1M'Q 00 able Co use malil)'l'j'!fieS ofw.eapGns. i')):;lq.V'e ~II lIi0U~h, Herm!<llUS is feared mO$:t because of f),is gTc;lt koQ'Wledge of I'lle lrnper ium and whal. may hapR.*}o if I b is k00Medge is p~sed onre <:::rC,!\lf!an eVl"ri mCJP,') (er:fjfy:jn~ enemy.

MElHni~tu5· sC;;illSlIC!H!l:F6 as follows'

1'4<.l'Vemen~

Auack (Heavy Bolter) H;:Jl'ld-lo HaRd Armour Value

Uf~ :["oitits

8~ares

2 Heavy weapons Dice 2 He3ry Weapons Dice 3

W019

SPACE CRUSADE

SPACE MARINE LIBRARIANS

Space Marine Librarians are highly accomplished psykers trained to use their powers in combat. Librarians wear a special kind of Terminator armour known as an Aegis suit. This has a modified psychic hood which encases the Librar-ian's head. and helps to deflect harmful psychic attacks. In addltion to a standard storm bolter, IJbrar1ans wield deadly force weapons. These are constructed around a meticulously engineered psi-matrix which allows the psyker to channel his energy through the weapon to devastating effect.

Librarians have the following statistics:

Armour value

<I 3

Hand-to-Hand

2 Heavy Weapons dice and 2 Light Weapons dice

USING PSYCHIC CARDS

To r presenl the Libraria.n's psychic powers, we've introduced a set of special cards r r use with your games of Space Crusade. We've provided each Space Marine player wah 12 cards to represent just a few of a Librarian's different psychic abiJ lties.

The cards are arranged into [our suits -I.he Psionic sun, the Power suit, the Kinesis suit and the Temporal suit. They are aJJ colour coded; yellow for Psionic cards, red for Power cards, green for Kinesis cards and blue for Temporal cards. At [he start of each game, Space Marine players who have a Librarian in their squad can select four psychic cards from this 12. You are allowed to choose only one card of each colour.

If a Librarian wishes to use psychic powers, the player informs the Alien player at the beginning of the turn and places the appropriate card face up on the table. He may only play one ca,rd per turn.

The Librarian may not perform any other action. when using psychic cards unless the rules state otherwise. All psychic cards are discarded after use.

WD20

PSIONIC CARDS

CONTROL

The Librarian sends a beam of psych lc energy into the mind of an enemy The Alien shudders with terror as the Librarian's iron wilt grips him, controlling his thoughts and actions.

~or)Lrol can be cast. on :'loy Alien model that is in the Librarian'S Line of Sighl and within 6 squares, The Space Marine player can use the controlled model to move, ·Ire or attack in Hand-to-Hand combat as if it were on" of his own models. The controlled model retaics all of its normal siausucs for moving and firing·. The Librarian IO$€'l" control of the rnoclel when it's the Alien player's turn.

SCAN

The Librarian sends a glittering stream of psy 'hic pow r ahead of himself. Through I his stream he is able to see With his mind's eye around corn rs and through cI I;i(~d doors.

All Aliens in the roorrr'fccl a spine-tingling chill as ghostly feelers brush across their skin. The air becomes slightly misty and ~1 distant whistling noise is heard lrorn all sides.

The Space Marine player nominates any I.WO rOOmS on the board and an y bl ip tokens in these rOOOlS must be revealed and convened into models.

SMITE

The Librarian unleashes (I burst of psychic energy that auacks his enemies by using their strong 'motions of hale and animosity towards him. Unable to defend themselves against this terrifying psychic attack, victims are consumed in fire and their bones disintegrate into fine sand.

Any Alien models (apart from Dreadnoughts) within the area or effect shown below '2I[C destroyed, Dreadnoughts lose one Life Point.

\" r--- M
k' ,.. 7
~ V
v Diagram shoWing 'be a",a of eiJecl for Smite

SMITE

SPACE CRUSADE

POWER CARDS

HELLFIRE

The Librarian unleashes a roaring blaze of psychic energy that fllls [be affected area With huge red and orange Hames. The intense heat of this psychic effect will melt armour and boil the flesh of any Alien in the way

Orks and Gretchin are autornauca lly destroyed by the names if they're within the area of effect. If [here are any other Alien models in the area of effect, the Space Marine player must roll 2 Heavy Weapons die for each one to see if they are destroyed. The roll must beat the Alien model's armour valu by one [0 destroy it. Hellfire blocks Line of Sight for [he whole of the Space Marine player's turn,

The range of Hellfire is 8 squares and the central target square must be in Line of S ighl.

WD22

LIGHTNING ARC

A bolt of psychic energy flies from the Librarian's hand to strike down his chosen target, then leaps from enemy to enemy until its destructive power is exhausted.

The Lightning Arc can hit any targets within its Area or Effect of 10 squares and within the Librarian'S Line of Sight. For each Al ien hit by the Lightning Arc, roll 2 Heavy Weapons dice. If [he score exceeds the Alien's Armour Value by at least one, the model is destroyed. The llghtrung arc will continue [0 attack aliens within its area of effect and Line of Sight of the Librarian until it fails to kill a model. Once [his has happened, the lightning arc's power is exhausted and no further attacks are made.

@
@i
- ~ ~ -- I-
v- t§)
e e

-- -- -- -I- --
e
'- VORTEX

The Ligblnfng r1 rc can hi/ up 10 10 targets withi.,.., tbe.Librarian's line o/Sigbt, as long as u does not traoel IbtOJ.lgh ""01'e than 10 squa ye<t, sta .-ling /IJ countfrom any (ylbe quares adjacent /IJ lbe Librarian.

/11/11, tbe LigIJlrling Arc bas travelled J square, al A2. II bas traoelled 3 .'i'£(IJ.CIrl1S. at -'13 it bas Irowelled ;") squares, at A111 has traoelied 8 squares ''111,;1 alll.'> ·11 bas traoelled 10 srt«u'res_

Vortex is only used in situations where a Librarian knows there is no hope of survival and chooses to sacriflce his own I ire' for his brother Sp:,ce Marines. I I releases all of his psychic power in one mging whirlwind of pure energy.

Vortex is a tru! y frighteni ng psychic effect. Not only because it destroys nearly everything it touches, including the Librarian himself, but also because it is utterly uncontrollable. Because of thts, Librarians save its use for truly desperate situation o , 'Once cast, [he Vortex is on its own!

A Vortex counter is placed to cover four squares, one of which must be the Librarian's square. He is then removed from play. At the start of cad. subsequent Alien and Space Marine turn (not individual Space Marine player'S turns), roll a normal 6 - sided die to 'see which way it trowels. If the score is a 1, 2, 3 or 4, it travels 2 squares in the direction shown on the Vortex counter. If the score is 5 or 6, it dies down harmlessly.

The Vortex destroys any models, doors or object markers it touches and they are immediately removed from play.

The Vortex will travel straight through walls. If it moves completely off an edge of the board, the Vortex cannot reenter play and is removed. J\ Vortex marker blocks Line of S\ghL

SCAN

SMITE

WD23

SPACE CRUSADE

KINESIS CAR.DS

BLAST

Emerald beams of energy fly from the' hands of the Librarian .. As these energy beams hit solid objectssuch as dOOlS or obstacles, they tear them apart and send a devastating shower of debris in a straight line along a corridor or room. The Blast itself cannot be cast at a model, only on objects such as doors or obstacle markers. A Blasted object =and.hence its path of destruction - moves 5 squares directly (backwards. Blasted objects can never move diagonally. Any Alien model in the way is automatically destroyed, apart from Dreadnoughts who lose one Life Point.

The targeted object must be in Line of Sight when the Blast card is played.

The Librarian directs a BUlst .n a door and ,jl moves 5 squares directty backwards. NOle tbe area ojeffecl is 2 sq""_ unde because oflbe·wid,h Df tbe doors, ililibe areas sbaaed grey'sbow the affecled squares. Any models 'in Ibis a",,, (apanjrom Dreadnougbss) are destroyed,

The Libraria" directs ,a Blast at an objuJ ",arker and ir move~ 5 squam' direct'ly. backwards, Nose tbearea of effect. is I .quay!!! with because an objec: "'ark er only covers I.square. Alisbe areas shaded grey show Ib.e affecled squares. Any model, in Ibis area (apar: jro", Dreadnoughts) are

destroyed. .

lflheLibrarian direcss alJlas. diagonalJy, tbe Space Marineplayer has 'he choice-to move the objea e;lber,borizonlaUy or verti.calJy.

JINX

The Librarian can throw a jinx on any Androids or' Dreadnoughts, causing them to temporarily malfunction. The Librarian twists the inner workings of the machines, so that cogs never mesh and firing pins never make contact. Any models affected by this are rendered useless for one turn. They cannot move or shoot and should be placed face down on the board to indicate this.

jinx can only affect Androids or Dreadnoughts and automatically takes affect. If the card is played on a Dreadnought, it only affects one model. However, the card can affect up to 3 Androids Jf they are in the Librarian's Line of Sight. jinx has a range of 5 squares. AU targets must be within the Librarian's Line of Sight when Jinx is cast.

TELEPORT

Using his powerful psychic ability, the Librarian can Teleport himself once anywhere within one board section (a quarter of the whole board). He must do this at the beginning of the turn. He can also complete any other actions, (apart from .using another psychic card) such as moving, firing a weapon or engaging in Hand-to-Hand combat.

TEMPORAL CARDS BURST OF SPEED

The Librarian creates ail accelerated time field around himself, making it seem to him that everyone else is bardly moving at all. As he strides forwards, ripples of blue fire run up and down his armour, leaving pools of luminescence wherever he steps.

The 'Space Marine player plays the card after he has moved and fired, This enables the Librarian to take a second rum immediately after his first. He can move, fire Of attack in hand-to-hand combat in this turn as normal but cannot play another psychic card, The Libtarian casts Burst' of Speed on himself and its effect is automatic.

WARP TIME

The Librarian draws on his psychic powers to slow down time within a chosen area. To onlookers, the Aliens affected seem to be moving in slow motion. The; Librarian casts Warp time on a complete board section, (a quarter of the whole board). Warp Time affects all of the Space Marine models, allowing them to take a second turn as in Burst of Speed, The Librarian IS not allowed to move or attack at all because of the intense concentration needed to keep the Warp Time working.

AURA

An Aura is a psychic shield that protects the Librarian player for one tum. The Librarian puts all his effort into a single defensive screen that surrounds him and protects him from harm, When the card is played, the Librarian's armour value increases to 4 for one turn, Playing this card does not prevent the LIbrarian from moving or firing, but

he must play it at the start of the turn. .

BliPS

It should be noted that Scan, Vortex and Blast all effect blip counters in the same way they effect Alien models.

SCAN

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